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Unroll color loops in evaluate_passed_pawns()

Speed increase is on 1.5% on Intel pgo build.

No functional change.

Signed-off-by: Marco Costalba <mcostalba@gmail.com>
sf_2.3.1_base
Marco Costalba 2009-10-10 10:31:43 +01:00
parent eddfd46a10
commit ed19a9f909
1 changed files with 130 additions and 118 deletions

View File

@ -889,6 +889,133 @@ namespace {
}
// evaluate_passed_pawns() evaluates the passed pawns of the given color
template<Color Us>
void evaluate_passed_pawns_of_color(const Position& pos, bool hasUnstoppable[], int movesToGo[], EvalInfo& ei) {
const Color Them = (Us == WHITE ? BLACK : WHITE);
Bitboard b2, b3, b4;
Square ourKingSq = pos.king_square(Us);
Square theirKingSq = pos.king_square(Them);
Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, Us);
while (b)
{
Square s = pop_1st_bit(&b);
assert(pos.piece_on(s) == piece_of_color_and_type(Us, PAWN));
assert(pos.pawn_is_passed(Us, s));
int r = int(relative_rank(Us, s) - RANK_2);
int tr = Max(0, r * (r - 1));
Square blockSq = s + pawn_push(Us);
// Base bonus based on rank
Value mbonus = Value(20 * tr);
Value ebonus = Value(10 + r * r * 10);
// Adjust bonus based on king proximity
if (tr != 0)
{
ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr);
ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(Us)) * 1 * tr);
ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr);
// If the pawn is free to advance, increase bonus
if (pos.square_is_empty(blockSq))
{
b2 = squares_in_front_of(Us, s);
b3 = b2 & ei.attacked_by(Them);
b4 = b2 & ei.attacked_by(Us);
// If there is an enemy rook or queen attacking the pawn from behind,
// add all X-ray attacks by the rook or queen.
if ( bit_is_set(ei.attacked_by(Them, ROOK) | ei.attacked_by(Them, QUEEN), s)
&& (squares_behind(Us, s) & pos.pieces(ROOK, QUEEN, Them)))
b3 = b2;
// Squares attacked or occupied by enemy pieces
b3 |= (b2 & pos.pieces_of_color(Them));
// There are no enemy pawns in the pawn's path
assert((b2 & pos.pieces(PAWN, Them)) == EmptyBoardBB);
// Are any of the squares in the pawn's path attacked or occupied by the enemy?
if (b3 == EmptyBoardBB)
// No enemy attacks or pieces, huge bonus!
ebonus += Value(tr * (b2 == b4 ? 17 : 15));
else
// OK, there are enemy attacks or pieces (but not pawns). Are those
// squares which are attacked by the enemy also attacked by us?
// If yes, big bonus (but smaller than when there are no enemy attacks),
// if no, somewhat smaller bonus.
ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8));
// At last, add a small bonus when there are no *friendly* pieces
// in the pawn's path.
if ((b2 & pos.pieces_of_color(Us)) == EmptyBoardBB)
ebonus += Value(tr);
}
} // tr != 0
// If the pawn is supported by a friendly pawn, increase bonus
b2 = pos.pieces(PAWN, Us) & neighboring_files_bb(s);
if (b2 & rank_bb(s))
ebonus += Value(r * 20);
else if (pos.attacks_from<PAWN>(s, Them) & b2)
ebonus += Value(r * 12);
// If the other side has only a king, check whether the pawn is
// unstoppable
if (pos.non_pawn_material(Them) == Value(0))
{
Square qsq;
int d;
qsq = relative_square(Us, make_square(square_file(s), RANK_8));
d = square_distance(s, qsq)
- square_distance(theirKingSq, qsq)
+ (Us != pos.side_to_move());
if (d < 0)
{
int mtg = RANK_8 - relative_rank(Us, s);
int blockerCount = count_1s_max_15(squares_in_front_of(Us,s) & pos.occupied_squares());
mtg += blockerCount;
d += blockerCount;
if (d < 0)
{
hasUnstoppable[Us] = true;
movesToGo[Us] = Min(movesToGo[Us], mtg);
}
}
}
// Rook pawns are a special case: They are sometimes worse, and
// sometimes better than other passed pawns. It is difficult to find
// good rules for determining whether they are good or bad. For now,
// we try the following: Increase the value for rook pawns if the
// other side has no pieces apart from a knight, and decrease the
// value if the other side has a rook or queen.
if (square_file(s) == FILE_A || square_file(s) == FILE_H)
{
if ( pos.non_pawn_material(Them) <= KnightValueMidgame
&& pos.piece_count(Them, KNIGHT) <= 1)
ebonus += ebonus / 4;
else if (pos.pieces(ROOK, QUEEN, Them))
ebonus -= ebonus / 4;
}
// Add the scores for this pawn to the middle game and endgame eval.
ei.mgValue += apply_weight(Sign[Us] * mbonus, WeightPassedPawnsMidgame);
ei.egValue += apply_weight(Sign[Us] * ebonus, WeightPassedPawnsEndgame);
} // while
}
// evaluate_passed_pawns() evaluates the passed pawns for both sides
void evaluate_passed_pawns(const Position& pos, EvalInfo& ei) {
@ -896,124 +1023,9 @@ namespace {
bool hasUnstoppable[2] = {false, false};
int movesToGo[2] = {100, 100};
for (Color us = WHITE; us <= BLACK; us++)
{
Color them = opposite_color(us);
Square ourKingSq = pos.king_square(us);
Square theirKingSq = pos.king_square(them);
Bitboard b = ei.pi->passed_pawns() & pos.pieces(PAWN, us), b2, b3, b4;
while (b)
{
Square s = pop_1st_bit(&b);
assert(pos.piece_on(s) == piece_of_color_and_type(us, PAWN));
assert(pos.pawn_is_passed(us, s));
int r = int(relative_rank(us, s) - RANK_2);
int tr = Max(0, r * (r - 1));
Square blockSq = s + pawn_push(us);
// Base bonus based on rank
Value mbonus = Value(20 * tr);
Value ebonus = Value(10 + r * r * 10);
// Adjust bonus based on king proximity
if (tr != 0)
{
ebonus -= Value(square_distance(ourKingSq, blockSq) * 3 * tr);
ebonus -= Value(square_distance(ourKingSq, blockSq + pawn_push(us)) * 1 * tr);
ebonus += Value(square_distance(theirKingSq, blockSq) * 6 * tr);
// If the pawn is free to advance, increase bonus
if (pos.square_is_empty(blockSq))
{
b2 = squares_in_front_of(us, s);
b3 = b2 & ei.attacked_by(them);
b4 = b2 & ei.attacked_by(us);
// If there is an enemy rook or queen attacking the pawn from behind,
// add all X-ray attacks by the rook or queen.
if ( bit_is_set(ei.attacked_by(them,ROOK) | ei.attacked_by(them,QUEEN),s)
&& (squares_behind(us, s) & pos.pieces(ROOK, QUEEN, them)))
b3 = b2;
// Squares attacked or occupied by enemy pieces
b3 |= (b2 & pos.pieces_of_color(them));
// There are no enemy pawns in the pawn's path
assert((b2 & pos.pieces(PAWN, them)) == EmptyBoardBB);
// Are any of the squares in the pawn's path attacked or occupied by the enemy?
if (b3 == EmptyBoardBB)
// No enemy attacks or pieces, huge bonus!
ebonus += Value(tr * (b2 == b4 ? 17 : 15));
else
// OK, there are enemy attacks or pieces (but not pawns). Are those
// squares which are attacked by the enemy also attacked by us?
// If yes, big bonus (but smaller than when there are no enemy attacks),
// if no, somewhat smaller bonus.
ebonus += Value(tr * ((b3 & b4) == b3 ? 13 : 8));
// At last, add a small bonus when there are no *friendly* pieces
// in the pawn's path.
if ((b2 & pos.pieces_of_color(us)) == EmptyBoardBB)
ebonus += Value(tr);
}
}
// If the pawn is supported by a friendly pawn, increase bonus
b2 = pos.pieces(PAWN, us) & neighboring_files_bb(s);
if (b2 & rank_bb(s))
ebonus += Value(r * 20);
else if (pos.attacks_from<PAWN>(s, them) & b2)
ebonus += Value(r * 12);
// If the other side has only a king, check whether the pawn is
// unstoppable
if (pos.non_pawn_material(them) == Value(0))
{
Square qsq;
int d;
qsq = relative_square(us, make_square(square_file(s), RANK_8));
d = square_distance(s, qsq)
- square_distance(theirKingSq, qsq)
+ (us != pos.side_to_move());
if (d < 0)
{
int mtg = RANK_8 - relative_rank(us, s);
int blockerCount = count_1s_max_15(squares_in_front_of(us,s) & pos.occupied_squares());
mtg += blockerCount;
d += blockerCount;
if (d < 0)
{
hasUnstoppable[us] = true;
movesToGo[us] = Min(movesToGo[us], mtg);
}
}
}
// Rook pawns are a special case: They are sometimes worse, and
// sometimes better than other passed pawns. It is difficult to find
// good rules for determining whether they are good or bad. For now,
// we try the following: Increase the value for rook pawns if the
// other side has no pieces apart from a knight, and decrease the
// value if the other side has a rook or queen.
if (square_file(s) == FILE_A || square_file(s) == FILE_H)
{
if ( pos.non_pawn_material(them) <= KnightValueMidgame
&& pos.piece_count(them, KNIGHT) <= 1)
ebonus += ebonus / 4;
else if (pos.pieces(ROOK, QUEEN, them))
ebonus -= ebonus / 4;
}
// Add the scores for this pawn to the middle game and endgame eval.
ei.mgValue += apply_weight(Sign[us] * mbonus, WeightPassedPawnsMidgame);
ei.egValue += apply_weight(Sign[us] * ebonus, WeightPassedPawnsEndgame);
}
}
// Evaluate pawns for each color
evaluate_passed_pawns_of_color<WHITE>(pos, hasUnstoppable, movesToGo, ei);
evaluate_passed_pawns_of_color<BLACK>(pos, hasUnstoppable, movesToGo, ei);
// Does either side have an unstoppable passed pawn?
if (hasUnstoppable[WHITE] && !hasUnstoppable[BLACK])